Originally published on outpostskaro.com on September 9 2016
Virtual Reality: The Future
Over the last two weeks we’ve looked at the past attempts of VR with Nintendo’s Virtual Boyand Sega VR and
discussed the present VR offerings with Vive, Rift and PlayStation VR. But what
does the future hold for VR? Will it change the way we play games forever? Will
it go beyond that into changing our lives and the way we live in the future? Or
will it be forgotten about and become nothing more than next year’s landfill.
Come with me as we take a trip into the future. Unfortunately, I don’t have a
big blue box to travel in so instead let’s take a ride on the speculation
train!
VR has always been seen as tech
of the future. From films like the Lawnmower Man and Johnny Mnemonic to books
like Ernest Clines Ready Player One we have dreamed of a world where VR
was real. But now science fiction is science fact! It’s here. Although we’re
not quite on the level of strapping ourselves into full body suits, and turning
into raging psychopathic geniuses yet.
It’s fair to say the technology
behind todays VR headsets is impressive and certainly does offer an immersive
experience, but it’s all for nothing if people simply don’t buy it. VR has been
tried before and it failed to catch the imagination of users. In order for VR
to have a future it needs to attract users and there are a few important
questions that every user is going to want to know, “how much will it cost me?”
and “what can I play on it?”
Cost is a big stumbling block
that the likes of HTC Vive and Oculus Rift need to overcome to become VR for
the masses. At the moment they’re just too pricy for the average gamer to
afford. HTC could be happy to become an elite device for those that can
afford it but would that be enough to allow it to survive? There currently is
around 3 million PC’s capable of running VR and that is a market both Vive and
Rift are competing for. But how many of those users have pre-ordered or already
bought a headset? While sales figures of the HTC Vive have not yet been
released its possible to gauge how many units have been sold based on the data
from Steam VR downloads. This puts the number of HTC Vive users at around the
100,000 mark as of July 2016. Oculus, which has yet to launch in the UK did
have Development kits available through Kickstarter. Figures from that campaign
show there is currently 175,000 Oculus rift units sold between the DK1 and DK2
headsets. Both run on windows 10 so that should make software between
them compatible, right? Well yes and no. While the majority of games are
compatible with both systems making software like that places limits on the developers.
For example, Oculus Rift won’t support room size playing so that’s out if you
want to run it on there. Developers have to ask themselves with such a
reasonably small user base at the moment will you make a return on your
investment? So developers take a risk making software for these systems knowing
they simply, at the moment anyway, won’t be shifting millions of games. It
explains why the majority of games and software available just now could be
compared to tech demos rather than full blown games. But that’s not necessarily
a bad thing. It allows developers to try something out, to see if their
innovative new game mechanic will work and that can only lead to new
interesting games in the future.
The PlayStation VR on the other
hand has the 40 million PlayStation 4 users all to itself. PSVR has no
competition in the console market. However, having 40 million users available
doesn’t translate into instant success unless you can convince them to part
with their cash. And that’s where VR faces another problem. How do you get the
immersive experience of VR across in a non VR method? Certainly the best
way to sell VR is to have users try it for themselves but that’s not always
possible. While they are doing their best to have units available to try
at various games conventions and events Sony seem to be relying on word of
mouth. A quick search on YouTube will show you a whole barrage of people
blogging about their experience with it. Will that be enough to translate
into sales? Sony have yet to release any pre-order sales figures but we do know
the units available to pre-order in March this year sold out within hours of
release. A second batch have since been released and are available to pre-order
from sites such as Amazon and Game. Sony are playing an intelligent game with
their headset. They have learned from past mistakes made with other gaming
peripherals which, while good technology, failed due to lack of software
support. Funnily enough, PSVR wouldn’t have been possible without them though.
Both the PlayStation Eye and the Move controllers didn’t have enough software
support to make them a success but both are a key element in PSVR. Sony are
gambling big with their headset so aren’t taking the same kind of risks. Andrew
House, the CEO of Sony Interactive Entertainment has said the hardware part of
PlayStation VR was ready nearly a year ago but was held back from launching
until such point they felt there was enough software support for it. With 50
games being released between now and the end of the year and a further 200 in
development that gamble might just pay off for them. Having the hardware
available and in the hands of developers for a good 12 months has led to an
interesting development for those who order a PSVR. When launch day arrives
you do not need to buy any new games, some of the games you already own will
have their own VR experiences for free. Now this does sound like a gimmick, but
when one of the games in question is Star Wars Battlefront then things start to
get exciting. On October 13th this year gamers who already own Star
Wars Battlefront will be able to download the Star Wars VR Experience for free.
VR can also be seen as an
isolating gaming experience because the very nature of strapping on a headset
blocks out the rest of the room, excluding anyone else from taking part. While
it’s true there are a number of multiplayer games available such as RIGS or
Star Trek Bridge Commander, the majority of games are a single player
experience. One game which has gotten around this in a wonderful way is “Keep
talking and nobody explodes” The premise is simple. Solve a series of puzzles
on a bomb before the counter reaches zero. The trick is only the person wearing
the headset can see the bomb and the puzzles. The other people in the room
however have the solution to all the puzzles, they know which wire to cut etc.
it comes down to the person in the headset describing what they see accurately
enough for the others to determine which puzzle they need to solve. Social
gaming at its best!
So does VR have a future in
gaming? I think the answer is yes, but it might take some time. There are still
a few obstacles that need to be overcome. It needs to attract users, and for my
money PlayStation VR is the one with the best chance of doing that. It’s fair
to say we are a long way away from Ready Player One’s OASIS where people not
only game in virtual reality but also go to work and live their lives in it.
But we are heading into a new world of gaming, one that may have a glorious
future. That is of course as long as it can survive the competition from
Augmented Reality….

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